New media refers to on-demand access to content anytime, anywhere, on any digital device, as well as interactive user feedback, creative participation. Another aspect of new media is the real-time generation of new, unregulated content. New media deals with the issue of things being new, many argue that new media technology such as mobile phones is actually just a regeneration of old media and so therefore isn't new. Terry Flew comments that there are many, many aspects of new media, as some examples: convergence, globalization, cyberspace, digital-capitalism, interactivity and security. Flew (2008: 22-33)
Most technologies described as "new media" are digital, often having characteristics of being manipulated, networkable, dense, compressible, and interactive. Some examples may be the Internet, websites, computer multimedia, video games, CD-ROMS, and DVDs. New media does not include television programs, feature films, magazines, books, or paper-based publications – unless they contain technologies that enable digital interactivity. Wikipedia, an online encyclopedia, is an example, combining Internet accessible digital text, images and video with web-links, creative participation of contributors, interactive feedback of users and formation of a participant community of editors and donors for the benefit of non-community readers. Facebook is an example of the social media model, in which most users are also participants.
The scientific revolution was the emergence of modern science during the early modern period, when developments in mathematics, physics, astronomy, biology, medicine, and chemistry transformed views of society and nature. According to accounts, the scientific revolution began in Europe towards the end of the Renaissance era and continued through the late 18th century, influencing the intellectual social movement known as the Enlightenment
Philosopher and historian Alexandre Koyré coined the term scientific revolution in 1939 to describe this epoch.
Virtual reality (VR) is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus, and omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology's proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective over time.
Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head-mounted displays, database gloves, and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. People often identify VR with head mounted displays and data suits.]citation needed[
· Denmark proper
· DF, QR
· Netherlands proper
· New Zealand proper
· England & Wales†
· CA, CT, DC, DE,
· HI†, IA, MA, MD,
· ME, MN, NH, NJ,
· NM (8 counties),2
· NY, RI, VT, WA,
· 8 tribes
Digital electronics, or digital (electronic) circuits, represent signals by discrete bands of analog levels, rather than by a continuous range. All levels within a band represent the same signal state. Relatively small changes to the analog signal levels due to manufacturing tolerance, signal attenuation or parasitic noise do not leave the discrete envelope, and as a result are ignored by signal state sensing circuitry.
In most cases the number of these states is two, and they are represented by two voltage bands: one near a reference value (typically termed as "ground" or zero volts) and a value near the supply voltage, corresponding to the "false" ("0") and "true" ("1") values of the Boolean domain respectively.
The Internet is a global system of interconnected computer networks that use the standard Internet protocol suite (TCP/IP) to serve several billion users worldwide. It is a network of networks that consists of millions of private, public, academic, business, and government networks, of local to global scope, that are linked by a broad array of electronic, wireless and optical networking technologies. The Internet carries an extensive range of information resources and services, such as the inter-linked hypertext documents of the World Wide Web (WWW), the infrastructure to support email, and peer-to-peer networks.
Most traditional communications media including telephone, music, film, and television are being reshaped or redefined by the Internet, giving birth to new services such as voice over Internet Protocol (VoIP) and Internet Protocol television (IPTV). Newspaper, book and other print publishing are adapting to website technology, or are reshaped into blogging and web feeds. The Internet has enabled and accelerated new forms of human interactions through instant messaging, Internet forums, and social networking. Online shopping has boomed both for major retail outlets and small artisans and traders. Business-to-business and financial services on the Internet affect supply chains across entire industries.